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Feature Request
Votes
0
Found in
2022.3.0f1
Issue ID
UUM-37791
Regression
No
[Android] [Entities Graphics] GPU Usage is too high when not looking at enemies in Player
Reproduction steps:
1. Open the attached project "ECS_Animation"
2. Go to Window > Package Manager and remove the “Graphy” package
3. In the Package Manager window go to “My Assets”
4. Import “Graphy” and Build And Run it on an Android device
5. In Player use 2 fingers to scroll up until the camera is looking at the sky
Expected result: GPU Usage is lower than 133.9ms when looking at the characters and monsters and is lower than 126.4ms when looking at the sky
Actual result: GPU Usage is about 126.4ms when looking at the sky and is only lower by 7ms than looking at the characters and monsters
Reproducible with: 1.0.0-pre.44 (2022.2.9f1)
Could not test with: 1.0.0-exp.8 (2022.2.9f1), 1.0.0-pre.15 (2022.2.9f1) “com.unity.ext.nunit@1.0.6/net40/unity-custom/nunit.framework.dll' could not be found”
Reproducible with devices:
VLNQA00332, Samsung Galaxy XCover4 (SM-G390F), Android 9, CPU: Exynos 7 Quad 7570, GPU: Mali-T720
VLNQA00325, Samsung Galaxy Note10 (SM-N970F), Android 12, CPU: NOT FOUND, GPU: Mali-G76
VLNQA00318, Oneplus OnePlus 7 Pro (GM1913), Android 11, CPU: Snapdragon 855 SM8150, GPU: Adreno (TM) 640
VLNQA00231, Samsung Galaxy A5(2017) (SM-A520F), Android 8.0.0, CPU: Exynos 7 Octa 7880, GPU: Mali-T830
VLNQA00231, Huawei HUAWEI Mate 20 Pro (LYA-L29), Android 9, CPU: HiSilicon Kirin 980, GPU: Mali-G76
Testing environment: Windows 10 Enterprise 21H2
Notes:
* Followed DOTS CQA workflow when testing
* Characters and monsters that are far from the camera should get much lesser GPU usage
* The character and monster have LOD Group that should get a lower poly count that should lower GPU usage
* Culling seems like not working properly. When moving the camera to look at the sky, GPU usage is similar to when looking at the characters and monsters.
* Graphy might need to be removed and reimported to the project for it to work properly
* GPU Usage is 133.9ms when looking at the characters and monsters and 126.4ms when looking at the sky
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Resolution Note:
The deformations system in Entities Graphics is still experimental.
It does not make use of visibility information. In other words, all meshes that are setup for deformations will deform every frame regardless of whether they end up on the screen. This is listed as a known limitation in the documentation:
https://docs.unity3d.com/Packages/com.unity.entities.graphics@1.0/manual/mesh_deformations.html
This case is closed as a feature request.